Some miscellaneous information, mostly blockstring related:
6(C) is still a shitty overhead IMO, but it's all you have to work with. If you land it outside of the corner for whatever reason (spoiler: you shouldn't be), your only real options are 214B (lol) for about 1.7k or AAD in Blood Heat because it sends them flying clear across the map. It has a similar animation to 6(B), so you still might be able to fake someone out with it. Keep in mind that it does horrible things to your pressure, as you can't string into much out of it. It does some decent guard damage though, so there's that.
6(B) is your standing low-hit. It's fairly godliek since you can do whatever the fuck you want out of it even if your opponent blocks it correctly without completely destroying your blockstring. It also has almost no prorate, so you can punish someone really hard with Riesbyfe's bullshit aerial damage. 214A > Air Combo is always your preferred follow up on this one.
The only tricky part is that 214A ends your pressure, so it can cause problems if you try and string off of a hit confirm that never actually happened.
The only use I can find for 5(B) is MAYBE as a potential frame trap, but it doesn't have cool properties like super armor and is beat out by shit like 2A, so it's not very attractive. Of course, this could be because my pressure is fundamentally horrible on all characters not named C-Hisui. It at least does decent guard damage like all charge moves and hurts if someone face-checks it for whatever reason.
The 236 moves need a special note. They're completely unsafe on block, but they come out pretty fucking fast. 236A is air unblockable, making it useful for punishing single jumps or TK [whatever]. 236B is another low hit to add to your arsenal. They're both EX cancel-able, which is pretty nice. You can bait an attempted counter with 236A/B, then retaliate with the nearly omnipotent 236C to ruin their day. 236C punishes most jump escape attempts without leaving yourself super vulnerable like the 236s, making it the safer of the two moves. 236C is neutral on block and is cancel-able into itself (or any other EX move).
j.A can no longer string into j.C on a regular hit, but it will on block or a counter hit. This is significant for a number of reasons:
1. C-Ries no longer has her infinite combo against characters like Nrvnqsr.
2. It kind of hampered didn't really touch my incredibly SWAG j.AC...B j.AC...B blockstring.
This blockstring still works, but keep in mind that they can still easily crouch j.A. I wouldn't do this for more than one rep or two before they catch on that they can just punch you in the face and leave. Even if they have a decent DP, it's a fairly viable set up. You wouldn't want to run it all match, though. If you predict that they'll try and duck j.A, go balls deep with j.[C] and ruin their day.
j.[C] > anything is almost guaranteed to deal 6k+ damage.
Do not try this shit on Miyako or Len; you will just make yourself sad.
EDIT: I'm retarded and forgot to mention counter hits. No one's going to just eat a j.A in the corner unless they have downs because you can't actually hit crouching opponents with it anyways and most people don't just stand around not-blocking.
EDIT2: Touched up on some of the information.